mirror of
https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
7033bf4a6e
* updated transform node (scale split into scale_x and scale_y, and added a repeat parameter) * added blend modes (burn, dodge, lighten and darken) * added a (very bad) blur node, based on generic convolution code * rewrote normal_map node using convolution code
37 lines
1.1 KiB
GDScript
37 lines
1.1 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var translate_x = 0.0
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var translate_y = 0.0
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var rotate = 0.0
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var scale_x = 1.0
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var scale_y = 1.0
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var repeat = true
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func _ready():
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set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
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initialize_properties([ $HBoxContainer1/translate_x, $HBoxContainer2/translate_y, $HBoxContainer3/rotate, $HBoxContainer4/scale_x, $HBoxContainer5/scale_y, $repeat ])
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func _get_shader_code(uv):
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var rv = { defs="", code="" }
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var src = get_source()
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if src == null:
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return rv
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rv.uv = name+"_uv("+uv+")"
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var src_code = src.get_shader_code(rv.uv)
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if !generated:
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rv.defs = src_code.defs+"vec2 "+name+"_uv(vec2 uv) { return %s(uv, vec2(%.9f, %.9f), %.9f, vec2(%.9f, %.9f)); }\n" % [ "transform_repeat" if repeat else "transform_norepeat", translate_x, translate_y, PI*rotate/180.0, scale_x, scale_y ]
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generated = true
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rv.code = src_code.code;
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if src_code.has("f"):
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rv.f = src_code.f
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if src_code.has("rgb"):
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rv.rgb = src_code.rgb
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return rv
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func deserialize(data):
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if data.has("scale"):
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scale_x = data.scale
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scale_y = data.scale
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.deserialize(data)
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